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Community
General Tabletop Discussion
*Dungeons & Dragons
Why are we still stuck with divine casters knowing all spells?
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<blockquote data-quote="Orius" data-source="post: 6130063" data-attributes="member: 8863"><p>I think it's a relic of the game's past.</p><p></p><p>Clerics weren't seen as powerful as the wizard until 3e. And before that, there simply weren't as many divine spells in the game, most of the new stuff went to wizards. As the introduction to 2e's Priest's Spell Compendium states, cleric spells were added to the game at a far slower rate than wizard spells, with a sigificant number of new spells coming into the game through FR books like Faiths & Avatars.</p><p></p><p>If anything, the game slowly made the cleric stronger until all of a sudden we had CoDzilla rampaging through campagins in 3e. I think this is partially because the cleric was long an unpopular class, people played the healbot only because they were newbies and got stuck with the class no one else wanted, because they were the last person at the table to come up with a character concept and everyone else pressured them into playing the cleric, or because the only thing good they rolled was Wisdom. The spheres in 2e were probably an attempt to rectify it and it had some mixed success, particularly with some very interesting specialty priests. But then 3e comes along and makes the cleric idiotically overpowered to the point where it's challenging the wizard for supremacy of Tier 1. I blame 3e's OP problems largely on the combat buffs introduced in 3e that can make the cleric an equal if not greater than the party fighter though.</p><p></p><p>I've long considered the idea of prayer books as a way of trimming down the big cleric list, but I also don't want them to turn the cleric into the divine wizard. Prayer books or whatever shouldn't be as restrictive as a spellbook. I also like the idea of non-core spells being part of various clerical orders within a particular faith, requiring the cleric to travel to particular temples or monasteries or conducting pilgrimages to learn the new spell.</p></blockquote><p></p>
[QUOTE="Orius, post: 6130063, member: 8863"] I think it's a relic of the game's past. Clerics weren't seen as powerful as the wizard until 3e. And before that, there simply weren't as many divine spells in the game, most of the new stuff went to wizards. As the introduction to 2e's Priest's Spell Compendium states, cleric spells were added to the game at a far slower rate than wizard spells, with a sigificant number of new spells coming into the game through FR books like Faiths & Avatars. If anything, the game slowly made the cleric stronger until all of a sudden we had CoDzilla rampaging through campagins in 3e. I think this is partially because the cleric was long an unpopular class, people played the healbot only because they were newbies and got stuck with the class no one else wanted, because they were the last person at the table to come up with a character concept and everyone else pressured them into playing the cleric, or because the only thing good they rolled was Wisdom. The spheres in 2e were probably an attempt to rectify it and it had some mixed success, particularly with some very interesting specialty priests. But then 3e comes along and makes the cleric idiotically overpowered to the point where it's challenging the wizard for supremacy of Tier 1. I blame 3e's OP problems largely on the combat buffs introduced in 3e that can make the cleric an equal if not greater than the party fighter though. I've long considered the idea of prayer books as a way of trimming down the big cleric list, but I also don't want them to turn the cleric into the divine wizard. Prayer books or whatever shouldn't be as restrictive as a spellbook. I also like the idea of non-core spells being part of various clerical orders within a particular faith, requiring the cleric to travel to particular temples or monasteries or conducting pilgrimages to learn the new spell. [/QUOTE]
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Why are we still stuck with divine casters knowing all spells?
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